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1.46 info


Sammy

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Ok I must post about a change coming to the server tonight or tomorrow regarding the Duke streak. Because of the sprint-jump-sprint exploit it is being used for unlimited sprint around the whole map mowing everybody down. Its a high value streak to be sure but that is something that must be considered. So to compensate for that I am including a couple of the script changes also put into 1.47 that includes no jump. In essence closer to a tank. The reason for doing this in 1.47 is also as a counter balance to an added streak that is the opposite of Duke. Fast, lower gravity (for you bunnies), and with a rebalanced P90 for close range 'aim down sights' combat (no sniping and poor hip fire). No armor and only 100 health, standard SC, but it will regenerate very fast.

Just to note for anyone that asks, gameplay changes like this to the main server are not done without consideration on what to do and also done with consultations.

Oh, and it seems I didnt upload the fix for the semtex trick. I thought I did. I cant stop players from attempting it, game limitation, but I can do something if they try. So, for certain unnamed players (and there are several), enjoy it while you can.  ?

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But it will get unlimited SMAW ammo???? :sofa:

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1 hour ago, Predat0r said:

But it will get unlimited SMAW ammo???? :sofa:

...you and your shitty Dutch internet connection!

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Thanks for the hours of time & effort you give to our enjoyment, Sammy.

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2 hours ago, Predat0r said:

But it will get unlimited SMAW ammo???? :sofa:

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What is this "semtex trick" you are referring to?

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3 hours ago, Sammy said:

Oh, and it seems I didnt upload the fix for the semtex trick. I thought I did. I cant stop players from attempting it, game limitation, but I can do something if they try. So, for certain unnamed players (and there are several), enjoy it while you can.  ?

Don't really see a problem with that, who wants rid of it? @LOCO certainly won't!

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Well lets just say that if you still want to use it like that, but running up to your enemy first, you can. But you also die in the process every time. Still sure to annoy some people but it makes it a little more fair. Although, if you are the last one alive on your team and @LOCO uses it that way to get you... taking one for the team in the process... would you laugh? Or scream?

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WTB lag compensation adjustments =P

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i told him about it a long time ago

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1 hour ago, Sammy said:

Well lets just say that if you still want to use it like that, but running up to your enemy first, you can. But you also die in the process every time. Still sure to annoy some people but it makes it a little more fair. Although, if you are the last one alive on your team and @LOCO uses it that way to get you... taking one for the team in the process... would you laugh? Or scream?

Theres actually quite a bit of skill involved in cooking it for a certain length of time and knowing how that corresponds to how far you can then throw it without killing yourself. Its a minute part of the game anyway though so meh.

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I suppose I could call it a 'feature' with disclosure to all players on what it is and how to use it. Personally, while testing it out after it was shown to me I did play marty with it in CQ a few times with the fuse almost close to exploding. It was funny but I also could see how it would annoy people.

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3 hours ago, Sammy said:

I suppose I could call it a 'feature' with disclosure to all players on what it is and how to use it. Personally, while testing it out after it was shown to me I did play marty with it in CQ a few times with the fuse almost close to exploding. It was funny but I also could see how it would annoy people.

 

Damn sure it's annoying. Especially if the fucker cooks it and ya shoot him and you blow the fuck up after he's already frozen. !FU LOCO Go sit on a bouncing betty lol

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we will be keeping 146 server goin right?  i hope :cat:

 

or are we goin to be forced to play this new mod? :cat:

 

 

Edited by Crack
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nvm ur changing 146  :(

 

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Can we also fix that flashbang so that @Bogleg and @Tron aren't running around and smacking people in the face with their shit. ?

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3 hours ago, Icequeen said:

Can we also fix that flashbang so that @Bogleg and @Tron aren't running around and smacking people in the face with their shit. ?

i love that shit they converted me 2   just tossing some flash or stun grenades at people  

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They are using the stun grenade and 40 points is the standard impact damage done for it compared to all other grenades at 15. It was made that way in other games as well not just cod4.

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What's your opinion on spawn protection? I feel like on small maps it truly ruins the flow of the game quickly devolving into "who can get shot in the back by an invisible person less". Combat medic is of course on a whole different level. I feel like in every fps I've ever played with spawn protection it's designed to protect you from instantly getting blasted upon spawn, where as in this mod on small maps you can essentially make it to the enemy spawn or very close to it. At this rate referring to it as "spawn offense" seems more accurate lol. 

Do you think reducing it to  2-3 seconds could work? Currently combined with cars and missiles, the mode often feels like it encourages camping in corners just not to get blasted in the back or from the side without warning. 

Edited by Dewalt
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40 minutes ago, Dewalt said:

What's your opinion on spawn protection? I feel like on small maps it truly ruins the flow of the game quickly devolving into "who can get shot in the back by an invisible person less". Combat medic is of course on a whole different level. I feel like in every fps I've ever played with spawn protection it's designed to protect you from instantly getting blasted upon spawn, where as in this mod on small maps you can essentially make it to the enemy spawn or very close to it. At this rate referring to it as "spawn offense" seems more accurate lol. 

Do you think reducing it to  2-3 seconds could work? Currently combined with cars and missiles, the mode often feels like it encourages camping in corners just not to get blasted in the back or from the side without warning. 

That's a REAL good point you make here, but I feel the gameplay is great with the spawn protection and it makes for great come backs and great matches. Oh well you get killed every now and then in the back, I will take that over the chance at an epic come back

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10 minutes ago, Ruggerxi said:

That's a REAL good point you make here, but I feel the gameplay is great with the spawn protection and it makes for great come backs and great matches. Oh well you get killed every now and then in the back, I will take that over the chance at an epic come back

Let me quantify it in a different way. People are complaining and potentially getting a subsequent change to cooked nades (probably making up less than 1% of deaths on the server), where as getting blasted from an invisible player is damn near a standard - especially on small maps. There is nothing fun or great or engaging about getting shot from behind by an invisible player who had 7-11 seconds to setup a kill on you so I guess we will have to agree to disagree on what makes "great matches". I find it interesting  that the majority of FPS games in existence either only utilize spawn protection for a few seconds at most or forgo it all together. 

 

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Just now, Dewalt said:

Let me quantify it in a different way. People are complaining and potentially getting a subsequent change to cooked nades (probably making up less than 1% of deaths on the server), where as getting blasted from an invisible player is damn near a standard - especially on small maps. There is nothing fun or great or engaging about getting shot from behind by an invisible player who had 7-11 seconds to setup a kill on you so I guess we will have to agree to disagree on what makes "great matches". I find it interesting  that the majority of FPS games in existence either only utilize spawn protection for a few seconds at most or forgo it all together. 

 

Without the spawn protection like we have people would be spawned killed with no REAL chance of being able to defrost anyone and no chance REAL chance to make a come back. This is just my opinion but I feel like it would ruin the fun if people were spawned killed over and over every map with no spawn protection. 

I'm not sure if this REAL thing I keep referencing is right or not but if I'm wrong sorry, but if I'm right, I'm proud of myself for knowing it just by your jumping style in game. 

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Spawn protection is an integral part of the freezetag game, and should only be changed with very careful and extensive deliberation, IMHO.  

Of course I am biased because I am a person who uses as much spawn pro as possible - combat medic and kill streaks picked specifically so I can get more spawn pro. :D

I don't see any problem with the spawn pro length on short maps.  It just means your team needs a different tactic.  Everyone has the same 6 or 12 seconds to get somewhere and get to work.  Your defense against spawn protection and being shot by someone coming out of it is to properly use cover and your teammates to control/monitor your flanks.  

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It cramps my/others' style is an oft-tried & fruitless argument for changing anything in this mod.  ( loves combat medic + lightweight + 3 emps) {+ the tears}

Edited by Timmah!
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1 hour ago, Dewalt said:

Let me quantify it in a different way. People are complaining and potentially getting a subsequent change to cooked nades (probably making up less than 1% of deaths on the server), where as getting blasted from an invisible player is damn near a standard - especially on small maps. There is nothing fun or great or engaging about getting shot from behind by an invisible player who had 7-11 seconds to setup a kill on you so I guess we will have to agree to disagree on what makes "great matches". I find it interesting  that the majority of FPS games in existence either only utilize spawn protection for a few seconds at most or forgo it all together. 

 

Feel free to play on a different server if you don't like the way we have this one set up.

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